jak-project/game/graphics/texture
water111 d5951c2b11
[jak 2] Fix possible stereo desync in overlord (#2663)
Normally, when they allocate a VagCmd, they do a bunch of stuff to clear
all the status bits and reset things
in particular the InitVAGCmd function does a lot


![image](https://github.com/open-goal/jak-project/assets/48171810/9b355020-ad37-496c-9438-2f8d34f24e0a)

but for the stereo command, they do a lot less:

![image](https://github.com/open-goal/jak-project/assets/48171810/12a36712-0e68-4377-a6be-3bde82c2aa15)

Which means that the new_stereo_command can just have random status bits
left over from whatever the last user had.
we seem to end up in a state where byte21 is set, and this causes
everything else to be wrong and off-by-one dma transfer. My guess is
that the original game avoided this bug due to lucky timing that I don't
understand.

I think the fix of just clearing byte21 is ok because there's no way
that the old value of the byte is useful after the command is
repurposed.
2023-05-19 21:17:11 -04:00
..
jak1_tpage_dir.cpp W/misc fixes (#1838) 2022-09-05 20:29:12 -04:00
jak1_tpage_dir.h W/misc fixes (#1838) 2022-09-05 20:29:12 -04:00
jak2_tpage_dir.cpp W/misc fixes (#1838) 2022-09-05 20:29:12 -04:00
jak2_tpage_dir.h W/misc fixes (#1838) 2022-09-05 20:29:12 -04:00
TextureConverter.cpp lint: add include sorting config to clang-format (#1517) 2022-06-22 23:37:46 -04:00
TextureConverter.h [sparticle] 2d hud particles (#849) 2021-09-26 11:41:58 -04:00
TexturePool.cpp [jak 2] Fix possible stereo desync in overlord (#2663) 2023-05-19 21:17:11 -04:00
TexturePool.h start blit-displays decomp & renderer + improve decompilation of some DMA macros (#2616) 2023-05-04 18:34:09 -04:00